| name | ascii-animation |
| description | This skill should be used when the user asks to "make an ASCII animation", "build a terminal/CLI intro or loader", "convert an image or video to ASCII art", "add an ASCII shader/post-effect to a canvas or Three.js scene", "create retro/hacker text-character motion", or "animate text characters with a brightness ramp". Covers generative ASCII fields, image/video/3D-to-ASCII, and animated character art for both web and terminal. |
| version | 0.1.0 |
ASCII Animation
Render motion entirely with text characters. ASCII output is extremely lightweight, distinctive, and works in browsers (<pre>/canvas), terminals (ANSI), and over any 3D scene (Three.js AsciiEffect).
When to use
- Build terminal/CLI intros, loaders, banners, or a retro/hacker aesthetic.
- Convert an image, video frame, or 3D scene into animated ASCII.
- Add an ASCII post-effect over an existing canvas/WebGL render.
- Create generative text fields (plasma, sine waves, noise, tunnels).
Core concept: the brightness ramp
Map luminance (0..1) to a character whose ink density matches. Order characters dark-to-light. Pick the index with Math.round(lum * (ramp.length - 1)).
Common ramps (dark to light):
- Short (10):
.:-=+*#%@
- Medium (16):
.'\^",:;Il!i><~+_-?][}{1)(|/tfjrxnuvczXYUJCLQ0OZmwqpdbkhao*#MW&8%B@$` truncated — see table below.
- Standard 70-level (Paul Bourke), best for photos:
$@B%8&WM#*oahkbdpqwmZO0QLCJUYXzcvunxrjft/\|()1{}[]?-_+~<>i!lI;:,"^`'. (reverse for dark-on-light).
Compute relative luminance from sRGB (perceptual):
const lum = (0.2126 * r + 0.7152 * g + 0.0722 * b) / 255;
Invert when drawing dark text on a light background: lum = 1 - lum.
Character cell aspect correction (the #1 gotcha)
Monospace character cells are taller than wide — roughly 0.5 width:height. Sampling a square pixel grid produces a vertically stretched image. Correct by sampling fewer rows than columns: for a target of cols characters wide, use rows = Math.round(cols * (imgH / imgW) * fontAspect) where fontAspect ≈ 0.5. Equivalently, when drawing to an offscreen canvas, set its height to cols * aspect * 0.5.
Web rendering: <pre> vs canvas
<pre> + textContent: simplest. One string with \n per row. Fine up to ~120×60 chars at 30fps. Set white-space: pre; font-family: monospace; line-height: 1;.
- Canvas
fillText: needed for per-character color, larger grids, or 60fps. Draw each char at x * cellW, y * cellH. Faster than thousands of DOM nodes.
Generative <pre> field (plasma):
const pre = document.querySelector('pre');
const COLS = 100, ROWS = 50, ramp = ' .:-=+*#%@';
function frame(t) {
let out = '';
for (let y = 0; y < ROWS; y++) {
for (let x = 0; x < COLS; x++) {
const v = Math.sin(x * 0.2 + t * 0.001)
+ Math.sin(y * 0.3 + t * 0.0013)
+ Math.sin((x + y) * 0.15 + t * 0.0007);
const lum = (v + 3) / 6;
out += ramp[Math.round(lum * (ramp.length - 1))];
}
out += '\n';
}
pre.textContent = out;
requestAnimationFrame(frame);
}
requestAnimationFrame(frame);
Image / video to ASCII
Draw the source to a small offscreen canvas at cols × rows, read pixels with getImageContext().getImageData, then map each pixel to a character. For video, repeat per frame from a <video> element.
function videoToAscii(video, cols = 120) {
const aspect = video.videoHeight / video.videoWidth;
const rows = Math.round(cols * aspect * 0.5);
const cv = document.createElement('canvas');
cv.width = cols; cv.height = rows;
const ctx = cv.getContext('2d', { willReadFrequently: true });
const ramp = ' .:-=+*#%@', pre = document.querySelector('pre');
(function tick() {
ctx.drawImage(video, 0, 0, cols, rows);
const { data } = ctx.getImageData(0, 0, cols, rows);
let out = '';
for (let i = 0; i < data.length; i += 4) {
const lum = (0.2126*data[i] + 0.7152*data[i+1] + 0.0722*data[i+2]) / 255;
out += ramp[Math.round(lum * (ramp.length - 1))];
if (((i / 4) + 1) % cols === 0) out += '\n';
}
pre.textContent = out;
requestAnimationFrame(tick);
})();
}
For Node image→ASCII, see scripts/img-to-ascii.mjs.
3D-to-ASCII with Three.js
AsciiEffect wraps a renderer and renders any scene as ASCII into a DOM element. Render through the effect, not the renderer.
import { AsciiEffect } from 'three/addons/effects/AsciiEffect.js';
const effect = new AsciiEffect(renderer, ' .:-=+*#%@', { invert: true });
effect.setSize(innerWidth, innerHeight);
effect.domElement.style.color = '#0f0';
effect.domElement.style.backgroundColor = 'black';
document.body.appendChild(effect.domElement);
Terminal / CLI animation
Loop with ANSI escape codes: hide the cursor, move to home, print the frame, throttle to 12–24 fps. Show the cursor again on exit.
const ESC = '\x1b[';
process.stdout.write(ESC + '?25l');
function frame(t) {
process.stdout.write(ESC + 'H');
}
const id = setInterval(() => frame(Date.now()), 1000 / 20);
process.on('SIGINT', () => {
clearInterval(id);
process.stdout.write(ESC + '?25h' + ESC + '2J');
process.exit();
});
Use ESC + '2J' to clear the whole screen, ESC + 'H' for home (cheaper per frame than clearing). Color with \x1b[38;2;R;G;Bm (truecolor) and reset with \x1b[0m.
Deliver & verify (standalone HTML)
Packaged helper (scripts/): scripts/seek-shot.sh anim.html 0 1.5 3 freezes the ?t=N harness and screenshots each moment; scripts/contact-sheet.sh sheet.png frame-*.png tiles them for one-glance review. See scripts/README.md.
For a self-contained web ASCII piece (generative field, image/video→ASCII, AsciiEffect scene) the deliverable is one HTML file that opens directly in a browser — the <pre>/canvas, the ramp, and the rAF loop inline (Three.js from CDN if used). No build step. One file is the right tier; don't reach for a bundler. (Terminal/CLI pieces verify differently — capture stdout or a screenshot of the terminal.)
Output contract:
- One
.html file: the render target, the brightness ramp, and the requestAnimationFrame loop in one inline <script>.
- Drive frames from an injectable time (not
Date.now()/performance.now() directly) and seed any randomness, so a frame is reproducible.
Seek harness — freeze the rAF loop on a deterministic frame. ?t=N renders exactly one frame at simulated time N instead of looping, so a screenshot is reproducible. Feed N where the loop reads time, and fix the seed:
<script>
const t = new URLSearchParams(location.search).get("t");
if (t !== null) { frame(parseFloat(t)); }
else { (function loop(now){ frame(now); requestAnimationFrame(loop); })(0); }
window.__ready = true;
</script>
Verify loop — render → freeze → screenshot → check: render at a few simulated times (?t=0, ?t=1000, ?t=2000), screenshot each, and check fidelity (ramp reads dark→light correctly, motion evolves) plus artifacts (vertical stretch from missing cell-aspect correction, wrong invert on a light bg, clipped grid, FOUC before the monospace font loads — fonts settle the cell metrics, so wait). Any headless tool works:
npx playwright screenshot --wait-for-timeout=500 "file://$PWD/ascii.html?t=1000" frame-mid.png
Before you finish:
- Opens standalone — no console errors, CDN (Three.js, if used) loads, monospace font applied.
?t=N renders one deterministic frame (injected time + fixed seed), no live loop.
- Screenshotted at 3 simulated times — matches the brief, no vertical stretch or wrong-invert.
prefers-reduced-motion honored — stop/slow the rAF loop, show a static frame.
- Easing is intentional — frame rate throttled on purpose (12–24fps for retro feel), ramp ordering deliberate.
Quick reference
| Need | Approach |
|---|
| Simple generative field | <pre> + textContent, sine/noise → ramp |
| Photo fidelity | 70-level Bourke ramp, luminance from sRGB weights |
| Per-char color / 60fps | Canvas fillText per cell |
| Video | <video> → offscreen canvas → getImageData per frame |
| 3D scene | Three.js AsciiEffect.render(scene, camera) |
| Terminal | ANSI \x1b[H home + throttle 12–24fps, hide cursor |
| Aspect fix | rows = cols * imgAspect * 0.5 |
Reference files
references/rendering.md — Full brightness ramp tables (10/70/extended), pixel sampling math and cell aspect correction, <pre> vs canvas tradeoffs with code, ANSI terminal frame loop with truecolor, and complete AsciiEffect wiring.
scripts/img-to-ascii.mjs — Runnable Node script that converts a PNG/JPG file to ASCII text, with --cols, --invert, and --ramp flags.